Short update on Haunt

Hey there! I just wanted to post a quick update on Haunt. When I started the project, I hadn’t really looked at much of the horror genre in gaming. Now, however, I’ve been looking more and more at the genre and I’ve decided I want to go in a bit more of a unique direction with Haunt. Procedurally generated horror is great, but Haunt is hardly the first to go down this path. I want to be able to brand it with something unique, something to call it my own. I’m not going to say what my plans are at the moment, as I’m still working out details on where the project is going. What I’ve shown here will stay as it is, and the base concept of Haunt will stay the same. The flow of the game, however, is very likely to change. Sorry if I’m being cryptic, but I really want to try to keep things under wraps for now.

I have one other thing to add, which is that I will likely have a few people helping me with assets over the next few weeks. I’m really excited about this, especially since I’m hardly an artist. This hasn’t been finalized yet, but things are looking pretty good at the moment.

That’s all for now. Thanks for reading!


Haunt Devlog #3: UMG is pretty awesome!

I didn’t have much time to work on Haunt today, but I did get around to playing with Unreal Motion Graphics (UMG) a bit. Color me impressed, it took me less than five minutes to add ui for flashlight power and some text to show when the player has picked up the exit key. I also put together a quick framework for interaction with objects in the world, which the key now uses.